Archimonde Boss Guide

Archimonde arrives to Draenor to ensure that Gul´dan doesn’t fail the invasion of Azeroth.

Short tactic explanation before pull when in LFR or PUG raid, /RW (Raid warning)

Phase 1

/rw Tank boss on the outer edge of the platform and move left after every Allure of Flame/rw All stack on boss when he will dom Allure of Flame then ranged runs back. /rw Run right edge if you are fixated by Doomfire /rw Priority 1 is the Doomfire Spirit /rw Priority 2 is the Deathcaller add after each Death Brand that does heavier dmg on tanks over time /rw Tank use Defensive CD when Deathcaller add is out

End of Phase 1 (Boss 85%)/rw move left (anti clockwise) on desecrations /rw touch the Orbs that spawn after desecration

Phase 2 (Boss 70%)

/rw all stack on boss /rw tank boss on outer side and move left on every flame /rw Players with Wrought and Focused Chaos run from raid close to middle direction of the platform /rw Run out from raid (your body) on Shackled Torment. NOT ALL AT ONCE. Prio order: 1) Healer, 2) ranged, 3) melee. /rw Nuke Deathcaller fast

End of Phase 2 (Boss 55%) /rw Tanks pick up adds and tank on boss /rw Interrupt Overfiends cleave them /rw Focus nuke Dreadstalkers and run out when Dreadstalkers teleport at your location, important! /rw all other abilities on phase 2 are not gone, keep them in mind

Phase 3 (Boss 40%)/rw Raid spread out at least 6y. /rw Players with Wrought and Focused Chaos run from raid close to middle direction of the platform /rw Run out from raid (your body) on Shackled Torment. NOT ALL AT ONCE. Prio order: 1) Healer, 2) ranged, 3) melee. /rw Tank with Nether Banish, run to outer side. 2 dps and 1 heal follow. Need 2 groups /rw Ppl entering the Nether stand on the circle with tank /rw Inside nether nuke the Big add (tank him) and switch to Void Star when they spawn, nuke and slow it. /rw Ppl in normal world: Ranged: Nuke the Shadow adds coming out from the portal asap. Can be slowed.

End of Phase 3 (Boss 20%) /rw Bloodlust/TW /rw Dodge the meteors /rw The other mechanics will still be, so don’t forget them /rw Nuke the Infernals asap /rw When overwhelmed with infernals: Main tank tanks 1, offtank tanks 1, 1 dps that can handle some melee dmg tanks one. /rw A backup dps that can tank Infernal also takes one (incase a tank is inside the Nether.

Overview

This fight is divided in 3 main phases with a special ability at the end of each phase. Remember that the mechanics that are in each phase will also be at the end of each phase as well.

Phase 1

Positioning

Tank boss on the outer edge of the platform and move anti-clockwise (left) after every Allure of Flame Ranged soft stack (8y spread) If you raid is large. Ranged stacks and spread just before the boss will toss up a player (Shadowfel Burst). Run to the right (Clockwise) side when fixated.

Doomfire- The boss summons a spirit add underneath him stands still but fixates a player and send out fire towards them called Doomfire. - Standing in the fire does high damage and dmg over time. - The Spirit changes player to fixate every 10 seconds.

Kill the spirit is main priority

If you are fixated, Run out to side and kite along the side.

Allure of Flames- The boss pulls all Doomfires to locations were players are.

Stack at boss before Allure of flames and then move away after, so the Doomfires will be placed were you were tanking boss.

ShadowFel Burst - The boss selects a player and knocks the player up the air and explode - If other players are within 8y to the targeted player. They will get knocked up as well. - When landing, each player does deadly damage but will be split among players.

All players stand at least 8 yards apart.

At least 2-3 players (aim that all ranged should do it) run to the position the targeted player will land to share the dmg, then spread out again.

Death Brand- The boss targets the one tanking, causing high dmg and dmg over time. - A Hellfire Deathcaller is summoned at the same time and the tank will take this dmg which also increase over time until this add is dead. - The Deathcaller has an ability called Shadow blast that blast players and putting a shadow dmg taken increase over time that stacks.

Tank use active mitigation to reduce the dmg.

All dps focus the Deathcaller and burn him down fast otherwise the tank will die.

End of Phase 1 - Desecrate

Starts when Boss reaches 85% and he gets a new ability called Desecrate. Since this ability is so dangerous, the friendly NPC Yrel helps the players with an ability called Light of the Naaru and one called Purifying Light.

Desecrate- The boss creates desecrations on the ground that does moderate Physical dmg within 10y of targeted location. - On this location, a Spire of Corruption is created that does low dmg to all players every 3 seconds - Every time a Spire is up it also increases the dmg of the desecration

Yrel – Light of the Naaru- Yrel breaks a Spire - When a Spire is broken, protecting Orbs are created around the Spire that lasts for 35 seconds. - When a player touches an Orb it protects all players within 15 yards from Shadow dmg and increase movement speed by 40%. - Yrel will after some time use Purifying Light and break all Spires and this phase will be over.

Divide the raid in groups and each group stacks and runs together (have a player in each group marked to make it easier) to touch an orb

Very important to move away (Move anti-clockwise/left) from the desecrations before they are created (especially when there are several Spires out since that would probably one shot you)

When Yrel helps, each group enters the protection Orb together! So all players gets the protection buff.

Do this until Yrel breaks all the Spires.

Phase 2

This phase will start when Boss reaches 70%. Doomfire and Shadowfel Burst are replaced with Shackled Torment/Unleashed Torment and Wrought Chaos

Positioning

Entire Raid stacks on boss Tank boss on the outer edge of the platform and move anti-clockwise (left) after every Allure of Flame Wrought and Focused Chaos runs towards the middle of the platform behind raid, (MARK).

Shackled Torment- Boss puts a debuff on 3 players that does low dmg every second and increases with time.- This debuff separates the player from his soul.- To remove the debuff, the players need to be 30y away from their soul.

Unleashed Torment- When the bond is broken between players and their souls, all Souls do moderate dmg to entire raid.

Players that have the debuff needs to run away from their soul really fast.

Run to marker which will be placed at least 30y away from ranged and melee.

Healers beware of the extra dmg on players with debuff and then on entire raid when the bond is broken.

Most important is that player’s don´t run away at the same time.

If you are on voice chat, the raid leader can call out names of when to run out.

If you are pugging with no voice chat or some ppl are not on voice chat, have this rule 1) Healer runs out 2) ranged runs out 3) Melee runs out.

In this way you will at least decrease the chance that players runs out the same time.

Wrought Chaos

- A Player is targeted with Wrought of Chaos- Several Players are targeted with Focused Chaos, one at the time.- Player with Wrought of Chaos debuff is targeted with several stacks of Chaotic Energy that will (after 5 seconds) jump to the player with Focused Chaos that receive all those stacks, taking heavy dmg.- Then that player becomes Wrought of Chaos and will after 5 seconds shoot the energy to another player that became Focused Chaos.- This goes on until all energy stacks are gone.- If other players are between the Wrought and Focused players they will receive that dmg as well.

Targeted players runs from raid close to middle direction of the platform

An arrow will spawn on player with Wrought of Chaos, to show which direction you will shoot out the Chaotic energy.

Focused Chaos player stands in front the arrow coming out from player with Wrought.

When the focused person gets hit, he becomes the Wrought and a random player becomes focused and has to run behind boss and stand in front of the Wrought.

Continue like this until all energy stacks are gone.

After you are the Wrought player and shoots the Focused one, that debuff are removed and you head back to your normal position.

Allure of Flames- The boss pulls all Doomfires to locations were players are.

Stack at boss and then move away when the Doomfires will be placed were you were tanking boss.

Death Brand- The boss targets the one tanking, causing high dmg and dmg over time. - A Hellfire Deathcaller is summoned at the same time and the tank will take this dmg which also increase over time until this add is dead. - The Deathcaller has an ability called Shadow blast that blast players and putting a shadow dmg taken increase over time that stacks.

Tank use active mitigation to reduce the dmg.

All dps focus the Deathcaller and burn him down fast otherwise the tank will die.

End of Phase 2 – Vanguard of the Legion

Starts when Boss reaches 55% and he summons adds that comes from the big portal.

Boss Abilities No extra abilities

AddsFelbourne Overfiend (1 ability: Heart of Argus) This add does moderate fire dmg to all players every time it loses 25% health.

Dreadstalker(1 ability: Consume Magic)- This add teleports to players and doe low/moderate Shadow dmg and interrupts spells (3s) on all players within 8yards when landing.

Tanks pick up the adds and tank them on top of Boss for cleave dmg on adds.

Important to Interrupt the Felmourne Overfiends when casting Heart of Argus, mostly melee duty.

Focus nuke the Draedstalkers

Cleave damage the Felbourne Overfiend.

Move away from the Dreadstalker after they have teleported (a circle around them shows the area of effect, don’t stand inside it.

Healers needs to keep up the health on players and move away when the Dreadstalker will teleport to you since the interrupts on healers will probably wipe the raid.

Raid should use defensive CDs if needed.

Phase 3 - Twisting Nether

This phase will start when boss reaches 40% HP. Archimonde will use the Twisting Nether to help out attacking the players. Allure of flames and Death Brand is no more, instead there are 2 new abilities called Demonic Feedback and Banishing players to the Nether.

Positioning in our world

No more stacking on boss Ranged spread out (not to far) Melee stand 6y from each other

Demonic FeedbackArchimonde does low shadow dmg on all players. This ability also does extra dmg on players that stand close to each other (6y).

Raid needs to stay at least 6y from each other.

Shackled Torment- Boss puts a debuff on 3 players that does low dmg every second and increases with time.- This debuff separates the player from his soul.- To remove the debuff, the players need to be 30y away from their soul.

Unleashed Torment- When the bond is broken between players and their souls, all Souls do moderate dmg to entire raid.

- Players that have the debuff needs to run away from their soul really fast. - Run to marker which will be placed at least 30y away from ranged and melee. - Healers beware of the extra dmg on players with debuff and then on entire raid when the bond is broken.

Most important is that player’s don´t run away at the same time.

If you are on voice chat, the raid leader can call out names of when to run out.

If you are pugging with no voice chat or some ppl are not on voice chat, have this rule1) Healer runs out 2) ranged runs out 3) Melee runs out.

In this way you will at least decrease the chance that players runs out the same time.

Wrought Chaos

- A Player is targeted with Wrought of Chaos- Several Players are targeted with Focused Chaos, one at the time.- Player with Wrought of Chaos debuff is targeted with several stacks of Chaotic Energy that will (after 5 seconds) jump to the player with Focused Chaos that receive all those stacks, taking heavy dmg.- Then that player becomes Wrought of Chaos and will after 5 seconds shoot the energy to another player that became Focused Chaos.- This goes on until all energy stacks are gone.- If other players are between the Wrought and Focused players they will receive that dmg as well.

Targeted players runs from raid close to middle direction of the platform

An arrow will spawn on player with Wrought of Chaos, to show which direction you will shoot out the Chaotic energy.

Focused Chaos player stands in front the arrow coming out from player with Wrought.

When the focused person gets hit, he becomes the Wrought and a random player becomes focused and has to run behind boss and stand in front of the Wrought.

Continue like this until all energy stacks are gone.

After you are the Wrought player and shoots the Focused one, that debuff are removed and you head back to your normal position.

Nether Banish - Archimonde targets the one tanking and players that are 8y close to tank will also get affected. - After 8 seconds, the tank and players within 8y will get dragged into the Twisting Nether. - A black portal surrounded by a big Fel pool, will open on the position they got banished and Living Shadow adds will come from there periodically for the rest of the fight. These adds will come out faster during time. - These adds will will target a player and explode then reaching the player, doing high dmg and reduce healing by 40% for 45s.

HOTFIX: Nether Portals created by Nether Banish no longer summon Living Shadows on Normal or Raid Finder difficulty.

The tank can’t go in alone to the twisting nether because there is an add in there that needs to die, for the players to be able to come out to from there.

Assign a tank, a healer and 2 dpsers to enter the Nether.

Players assigned need to make sure they stand inside the circle around the tank before the 8s pass so they will get banished as well.

Tank with the circle runs to the outerside of the platform and stands there and the other players entering the nether runs their as well. This is so the portal that gets created will be on that position.

Since there will be a lot of movement in here, I recommend to take in dps and healers that can dps and heal on the move as much as possible (Druid heals, melee dps, Hunters)

The debuff from Nether Corruption inside the Nether will not go away when next Nether Banish comes so have 2 groups that will enter the Nether.

Players still in the normal platform needs to handle the adds that spawn. - Ranged DPS will only focus on killing the Shadow adds. - If an add gets to close to the targeted person, run away so ranged can finish of their job - If It is not possible to run away and not possible to kill an add, let them hit the targeted player and don’t forget to use defensive CD before they hit.

The Twisting Nether

-When players enter the Nether there will be Storms around the area that does low/moderate dmg every second when hit by it (Nether Storm). - Also, in here, all players are affected by Nether Corruption which does shadow dmg over time and increases over time as well. - There are also adds called Void Stars that fixates players. If a player gets hit it does dmg and knockback out of the platform on all players within 8y. - Players are faster in here as well, they get 50% increased movement speed every 5 seconds. - The most important part in the Nether is the Netherwalker add. He needs to die to be able to return to the normal world. - Netherwalker has the ability Touch of shadows, which are shadow waves that hits all players inside the Nether and does moderate dmg.

Assign a tank, a healer and 2 dpsers to enter the Nether.

Since there will be a lot of movement in here, I recommend to take in dps and healers that can dps and heal on the move as much as possible (Druid heals, melee dps, Hunters)

Tank the Netherwalker add and all dps on the add.

Slow and nuke the Void Stars as soon as they appear.

Move around the Nether to avoid mechanics and nuke the adds fast.

The debuff from Nether Corruption will not go away when next Nether Banish comes so have 2 groups that will enter the Nether.

End of Phase 3 – Rain of Chaos

This phase starts when boss reaches 20% Health. Archimonde will now summon a really big meteor to destroy Draenor.

Boss Abilities Rain of Chaos

Adds Infernal Doombringer (2 abilities; Eternal Flames, Hellfire)

Archimonde summons meteor rains on different locations on the platform that does moderate damage to all players. The further from meteor impact, the less dmg players take.

The meteor impacts will sometimes form into Infernals.- These Infernals are charging energy and at full energy they do low damage to all players within 40y every second (Hellfire) - If the Infernals will heal each by 8% of max Hp every second if they are within 8y from each other.

1 Tank on Archimonde

1 Tank on All Infernals at least 40y away from Archimonde

1 DPS that can 4handle some melee dmg

Maybe another dps that can handle melee dmg as backup, especially if a tank is in the Nether still.

Dps focus on boss, Blood Lust / Timewarp and switch to Infernals every time they spawn.